iPhone Games Projects docx

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iPhone Games Projects docx

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Successful iPhone Game Developers Share Their Secrets iPhone Games Projects Dave Mark, Series Editor | PJ Cabrera From library of Wow! eBook www.wowebook.com iPhone Games Projects DAVE MARK, SERIES EDITOR PJ CABRERA JOACHIM BONDO AARON FOTHERGILL BRIAN GREENSTONE OLIVIER HENNESSY MIKE KASPRZAK MIKE LEE RICHARD ZITO MATTHEW AITKEN CLAYTON KANE iPhone Games Projects Copyright © 2009 by PJ Cabrera, Joachim Bondo, Aaron Fothergill, Brian Greenstone, Olivier Hennessy, Mike Kasprzak, Mike Lee, Richard Zito, Matthew Aitken, Clayton Kane All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher. ISBN-13 (paperback): 978-1-4302-1968-2 ISBN-13 (electronic): 978-1-4302-1969-9 Printed and bound in the United States of America 9 8 7 6 5 4 3 2 1 Trademarked names may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, we use the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. Lead Editor: Clay Andres Developmental Editor: Douglas Pundick Lead Author and Technical Reviewer: PJ Cabrera Editorial Board: Clay Andres, Steve Anglin, Mark Beckner, Ewan Buckingham, Tony Campbell, Gary Cornell, Jonathan Gennick, Jonathan Hassell, Michelle Lowman, Matthew Moodie, Duncan Parkes, Jeffrey Pepper, Frank Pohlmann, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Matt Wade, Tom Welsh Project Manager | Production Director: Grace Wong Copy Editors: Kim Wimpsett, Marilyn Smith Associate Production Director: Kari Brooks-Copony Production Editor: Laura Esterman Compositor | Interior Designer: Diana Van Winkle Proofreader: Nancy Bell Indexer: BIM Indexing & Proofreading Services Cover Designer: Kurt Krames Manufacturing Director: Tom Debolski Distributed to the book trade worldwide by Springer-Verlag New York, Inc., 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax 201-348-4505, e-mail orders-ny@springer-sbm.com, or visit http://www. springeronline.com . For information on translations, please contact Apress directly at 2855 Telegraph Avenue, Suite 600, Berkeley, CA 94705. Phone 510-549-5930, fax 510-549-5939, e-mail info@apress.com, or visit http://www.apress.com. Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk Sales–eBook Licensing web page at http://www.apress.com/info/bulksales. The information in this book is distributed on an “as is” basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work. The source code for this book is available to readers at http://www.apress.com. You will need to answer questions pertaining to this book in order to successfully download the code. To my parents, Pedro and Cecilia: LQM —PJ Cabrera To my brother Adam, who does 50% of the work and gets 0.01% of the mentions ; ) —Aaron Fothergill To my teammates, past and present, who have made me the engineer I am —Mike Lee [...]... 251 xi Foreword iPhone games are hot, hot, hot! As I write this, there are more than 40,000 apps on the App Store, of which nearly 9,000 are in the Games category, the largest category by far The next largest category is Entertainment, at just over 5,000 apps There are nearly 40% more games on the App Store than any other kind of app Games is not only the biggest category on... Game Developers Conference’s Independent Games Festival Mobile 2009 Other authors, including Richard Zito, Joachim Bondo, and Olivier Hennessy, have received glowing reviews and accolades for their games The content in this book is phenomenal The authors provide a variety of points of view and different approaches to iPhone development, showing you how iPhone games are made with various technologies... want to get in on the fun and potential profit of making iPhone games, the time to get started is now, and this book is your ticket there! This book contains lots of information from master independent iPhone game developers— information that is hard to find anywhere else Some of the authors of this book are responsible for all-time popular games: Brian Greenstone developed Enigmo and Cro-Mag Rally... 134 136 137 138 139 139 140 140 141 144 144 145 146 147 148 149 150 151 152 ix x CONTENTS MICHAEL KASPRZAK C H A PT E R 6 Multiplatform Game Development: iPhone Games for Linux and Windows 155 The Development of Smiles: A Collection of Puzzle Games What Are Cross-Platform and Portability? Why Write Portable Code? Why Not Write Portable Code?... 14 were games Many of these apps were on the top-10 paid apps list at one time or another during the nine months the App Store had been in business Many are still on the top-100 list These sold thousands of copies a day in their time, with daily revenue between a few thousand to tens of thousands of dollars With such great numbers, it is understandable why the interest in developing iPhone games is... NetBSD router, or running Android and Debian GNU/Linux on a Palm TX) and making home-brewed games for consoles such as Dreamcast, PlayStation 2, GameBoy Advance, and PSP He is very excited that he can finally share his creative side on iPhone and XBox 360 with the general public through the App Store and XNA Community Games xv Acknowledgments Special thanks to Glenn Cole who reviewed every chapter, provided... third-party apps Apple’s App Store rocks, too, and as the owners of these devices have made it clear, games rock the most! The Wall Street Journal reported data from Mobclix showing that over a quarter of the applications in Apple’s App Store are games (see http://blogs.wsj.com/digits/ 2009/03/23/no-recession-for -iphone- game-apps/) Venture capitalists are getting in on the action as well, financing game developer... useful and inspirational xix xx INTRODUCTION We’re able to do this because this book is part of Apress’s comprehensive road map of Mac and iPhone developer titles So, if you have experience with Objective-C and Cocoa, but not specifically for the iPhone, Beginning iPhone Development by Dave Mark and Jeff LaMarche is a great way to fill in the gaps If you have experience with an object-oriented language... TextMate, Xcode, Cocoa, and Cocoa Touch Platforms include Mac OS 3–8, Newton OS, Palm OS, Unix (FreeBSD and Mac OS X), Mac OS X Panther and Leopard, and iPhone OS Life As an iPhone Developer: I created Deep Green, a chess game, using the official iPhone SDK from Apple (since the day it was released) What’s in This Chapter: With the focus on creating a beautiful, elegant, and powerful user interface,... Complex Games: Chess, the Deep Green Way When Steve Jobs unveiled the iPhone ten years later at the Macworld conference of 2007, I knew right away I had to make Deep Green for my soon-to-be favorite handheld device And this time, I reckoned, he wouldn’t pull the carpet underneath my feet It took me a year of all my spare time, and a good bit of goodwill from my family, to finish Deep Green for the iPhone . Successful iPhone Game Developers Share Their Secrets iPhone Games Projects Dave Mark, Series Editor | PJ Cabrera From library of Wow! eBook www.wowebook.com iPhone. HENNESSY MIKE KASPRZAK MIKE LEE RICHARD ZITO MATTHEW AITKEN CLAYTON KANE iPhone Games Projects Copyright © 2009 by PJ Cabrera, Joachim Bondo, Aaron Fothergill,

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  • Prelims

  • Contents at a Glance

  • Contents

  • Simplify the User Interface for Complex Games: Chess, the Deep Green Way

    • Once Upon a Time . . .

    • Why Should We Care About Simplicity?

    • How Simplicity Was Achieved

      • Distilling the Essence

      • Pushing the Pixels

      • Letting the User Focus

      • Drilling Down

      • Less Is More

      • Empowering the User

      • Making the User Smile

      • Summary

      • Responsive Social Gaming with RESTful Web Services

        • Social Networking Games and the iPhone

        • Creating the Prototype High-Score Web Service

          • Creating the High-Scores Rails App

          • Using RESTful XML Web Services

          • Displaying High Scores on the iPhone

            • Creating the User Interface

            • Connecting to Web Services

            • Parsing XML

            • Displaying the High Scores in the Table View

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